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    Q: Kinematics — AQA A-Level Mathematics

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    Q: Kinematics explained

    Kinematics describes motion without considering its causes.

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    Position is where an object is relative to a chosen origin, often given as a coordinate or vector. Displacement is the change in position: a vector with magnitude and direction. Distance travelled is the total length of path covered, a scalar, so it is never negative. Velocity is the rate of change of displacement, a vector; speed is the magnitude of velocity, a scalar. Acceleration is the rate of change of velocity, a vector, so an object can accelerate by changing direction even at constant speed. In problems, choose a positive direction, then use signs consistently: negative displacement means motion in the opposite direction. For example, a ball thrown up and caught has zero displacement but non-zero distance travelled.

    Understand, use and interpret graphs in kinematics for motion in a straight line: displacement against time and interpretation of gradient; velocity against time and interpretation of gradient and area under the graph.

    Kinematics graphs describe motion along a straight line. On a displacement–time graph, the gradient at a point gives instantaneous velocity; a constant gradient means constant velocity, while a curve shows changing velocity. On a velocity–time graph, the gradient gives acceleration, and the area between the graph and the time axis gives displacement. Areas below the time axis count as negative displacement. For example, if v = 6 − 2t for 0 ≤ t ≤ 5, the gradient is −2 m s⁻², and the area from t = 0 to 3 is a triangle of area 9 m, while from t = 3 to 5 the area is −4 m, giving displacement 5 m. You must interpret signs, distinguish displacement from distance, and use gradients and areas to solve problems.

    Understand, use and derive the formulae for constant acceleration for motion in a straight line; extend to 2 dimensions using vectors.

    For motion with constant acceleration in a straight line, the SUVAT formulae link displacement s, initial velocity u, final velocity v, acceleration a and time t: v = u + at, s = ut + ½at², s = vt − ½at², v² = u² + 2as, and s = ½(u + v)t. They are derived from definitions a = dv/dt and v = ds/dt by integration, or from a velocity–time graph. In two dimensions, treat horizontal and vertical components separately using vectors: for example, r = r₀ + ut + ½at², v = u + at, with a = (0, −g) under gravity. Always define a positive direction, resolve vectors into components, and solve each component independently before combining them.

    Use calculus in kinematics for motion in a straight line: v = dr/dt, a = dv/dt = d²r/dt², r = ∫v dt, v = ∫a dt; extend to 2 dimensions using vectors.

    This topic connects calculus to kinematics. For straight-line motion, displacement r(t) gives velocity v = dr/dt and acceleration a = dv/dt = d²r/dt². Conversely, integrating acceleration gives velocity, and integrating velocity gives displacement, with constants found from initial conditions. In two dimensions, treat each component separately: r = xi + yj, v = ẋi + ẏj, a = ẍi + ÿj. For example, if a = 6ti + 2j, integrate to get v = 3t²i + 2tj + c; use v(0) to find c, then integrate again for r. Always check units and direction.

    Model motion under gravity in a vertical plane using vectors; projectiles.

    This topic models projectile motion in a vertical plane using vectors. Assuming no air resistance, acceleration is constant: a = -gj (taking j as vertical). Velocity and displacement are found by integrating: v = u + at and r = ut + ½at², where u is initial velocity. Resolve initial velocity into horizontal and vertical components. The horizontal component remains constant; the vertical component changes due to gravity. Solve problems such as finding time of flight, maximum height, range, or speed at a given time. For example, a ball projected at 20 m/s at 30° to the horizontal: u = 20cos30°i + 20sin30°j, then use equations to find position at any time.

    Your focus

    1. Define position, displacement, distance travelled, velocity, speed and acceleration accurately.
    2. Classify each kinematic quantity as scalar or vector and justify the classification.
    3. Apply the definitions to solve one-dimensional motion problems using consistent signs.
    Show all 15 objectives
    1. Calculate velocity as the gradient of a displacement–time graph, including at a point using a tangent.
    2. Calculate acceleration as the gradient of a velocity–time graph.
    3. Calculate displacement as the signed area under a velocity–time graph and distinguish it from total distance.
    4. Derive the constant-acceleration formulae from the definitions of velocity and acceleration.
    5. Select and use the appropriate formula to solve one-dimensional constant-acceleration problems.
    6. Extend the formulae to two dimensions by resolving vectors into components and solving each direction.
    7. Differentiate displacement with respect to time to obtain velocity and acceleration in one or two dimensions.
    8. Integrate acceleration with respect to time to obtain velocity and displacement, applying initial conditions.
    9. Solve kinematics problems involving variable acceleration using calculus and vectors.
    10. Resolve initial velocity into horizontal and vertical components for projectile motion.
    11. Apply constant acceleration equations to solve problems involving projectiles in a vertical plane.
    12. Interpret and critique the assumptions of the projectile model, including the effect of gravity.

    Q: Kinematics exam tips

    Marking Points
    • Defines position as location relative to an origin and displacement as change in position, a vector.
    • Distinguishes distance travelled (scalar path length) from displacement (vector change in position).
    • Defines velocity as rate of change of displacement and speed as the magnitude of velocity.
    • Defines acceleration as rate of change of velocity, including change of direction.
    • Uses sign conventions correctly to represent direction in one-dimensional motion.
    • Applies these definitions to interpret graphs or simple motion scenarios.
    • State that the gradient of a displacement–time graph gives velocity, and calculate it using a chord or tangent as appropriate.
    • State that the gradient of a velocity–time graph gives acceleration, and calculate it from the graph.
    • State that the area under a velocity–time graph gives displacement, and calculate areas using triangles, trapeziums or rectangles.
    • Interpret negative gradients and areas below the time axis as motion in the opposite direction or negative displacement.
    • Distinguish between displacement and total distance travelled when the velocity changes sign.
    • Use graph features such as intercepts, turning points and asymptotes to describe motion qualitatively.
    • Select and apply the appropriate constant-acceleration formula to find an unknown displacement, velocity, acceleration or time.
    • Derive the formulae from the definitions of velocity and acceleration or from a velocity–time graph.
    • Resolve vector quantities into perpendicular components and apply the formulae to each component independently.
    • Use vector equations r = r₀ + ut + ½at² and v = u + at for motion in two dimensions.
    • Interpret the direction of motion from the signs of vector components and state answers with magnitude and direction where required.
    • Model projectile motion by taking horizontal acceleration as zero and vertical acceleration as constant, usually −g.
    • Correctly differentiate a given displacement vector to find velocity and acceleration, component by component.
    • Integrate an acceleration vector to find velocity, including a constant vector determined from initial velocity.
    • Integrate a velocity vector to find displacement, including a constant vector determined from initial position.
    • Interpret scalar results in context, including direction and magnitude where required.
    • Use calculus to solve problems involving variable acceleration in one or two dimensions.
    • Resolve initial velocity into horizontal and vertical components using trigonometry.
    • Apply constant acceleration equations separately to horizontal and vertical motion.
    • Use vector equations v = u + at and r = ut + ½at² to find velocity and position at a given time.
    • Determine key features such as time of flight, maximum height, range, and speed on impact.
    • Interpret the model, including assumptions such as negligible air resistance and acceleration due to gravity.
    Examiner Tips
    • 💡State your positive direction at the start of a solution and keep to it throughout.
    • 💡When asked to compare speed and velocity, mention both magnitude and direction explicitly.
    • 💡Use the wording of the question: 'distance travelled' requires total path length, while 'displacement' requires a straight-line vector from start to finish.
    • 💡Label axes with quantities and units before reading values, and show the triangle or trapezium you use for gradient or area.
    • 💡When asked for distance travelled, split the motion at points where v = 0 and add the magnitudes of each area.
    • 💡Check whether the question asks for a value at a specific time or over an interval; use a tangent for instantaneous rates and a chord for average rates.
    • 💡List the known and unknown quantities with their directions before choosing a formula; this reduces algebraic errors.
    • 💡For two-dimensional problems, draw a clear diagram and resolve all vectors into horizontal and vertical components.
    • 💡Keep full accuracy through the working and round only the final answer to a sensible degree of accuracy.
    • 💡Write down the given vector functions clearly and state what you are finding at each step.
    • 💡Check your answer by differentiating back or ensuring units are consistent.
    • 💡For two-dimensional problems, keep i and j components separate throughout your working.
    • 💡Draw a clear diagram showing the initial velocity, angle, and coordinate axes.
    • 💡State the equations you use and substitute values carefully, keeping components separate.
    • 💡Check whether the question asks for a vector or scalar quantity, and give units where appropriate.
    Common Mistakes
    • Confusing distance and displacement: distance is always positive path length, displacement can be negative; correct by sketching the path and marking start and end positions.
    • Treating speed and velocity as interchangeable: speed has no direction, velocity does; correct by stating direction when giving velocity.
    • Assuming acceleration only means speeding up: acceleration includes slowing down and changing direction; correct by defining it as any change in velocity.
    • Confusing the roles of gradient and area: for example, finding the area under a displacement–time graph instead of its gradient. Correction: gradient of s–t gives velocity; area under v–t gives displacement.
    • Ignoring the sign of areas below the time axis, treating all area as positive distance. Correction: areas below the axis contribute negative displacement; total distance is the sum of absolute areas.
    • Assuming a straight line on a displacement–time graph means the object is stationary. Correction: a straight line with non-zero gradient means constant velocity; only a horizontal line means stationary.
    • Using a constant-acceleration formula when acceleration is not constant. Correction: check that acceleration is constant before using SUVAT; otherwise use calculus or graph methods.
    • Mixing positive and negative directions within one calculation. Correction: choose a positive direction at the start and assign signs consistently to u, v, a and s.
    • Treating vectors as scalars in two dimensions. Correction: resolve into components, solve each direction separately, then combine using Pythagoras and trigonometry if needed.
    • Forgetting the constant of integration when finding velocity or displacement; always use initial conditions to evaluate it.
    • Differentiating or integrating only one component of a vector; apply the operation to each component separately.
    • Confusing displacement, velocity and acceleration notation; ensure you know which function is being differentiated or integrated.
    • Using the same acceleration for horizontal and vertical motion; horizontal acceleration is zero, vertical acceleration is -g.
    • Forgetting to resolve initial velocity into components; always start by finding u_x and u_y.
    • Mixing up displacement and distance; displacement is a vector, distance is scalar.